Version: 2019.4
Tilemap Collider 2D
TileBase

Scriptable Tiles

Creating Scriptable Tiles

Create a new class inheriting from TileBase (or any useful sub-classes of TileBase, like Tile). Override any required methods for your new Tile class. The following are the usual methods you would override:

  • RefreshTile determines which Tiles in the vicinity are updated when this Tile is added to the Tilemap.
  • GetTileData determines what the Tile looks like on the Tilemap.

Create instances of your new class using ScriptableObject.CreateInstance<YOUR_TILE_CLASS>(). You may convert this new instance to an Asset in the Editor in order to use it repeatedly by calling AssetDatabase.CreateAsset().

You can also make a custom editor for your Tile. This works the same way as custom editors for scriptable objects.

Remember to save your project to ensure that your new Tile Assets are saved!


  • 2017–09–06 Page published
Tilemap Collider 2D
TileBase
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961